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0545adfac3
Have fun!
62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
#include "AttackDelayBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "Game.h"
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#include "dLogger.h"
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void AttackDelayBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
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{
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uint32_t handle;
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bitStream->Read(handle);
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for (auto i = 0u; i < this->m_numIntervals; ++i)
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{
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context->RegisterSyncBehavior(handle, this, branch);
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}
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}
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void AttackDelayBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
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{
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const auto handle = context->GetUniqueSkillId();
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bitStream->Write(handle);
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context->foundTarget = true;
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for (auto i = 0u; i < this->m_numIntervals; ++i)
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{
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const auto multiple = static_cast<float>(i + 1);
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context->SyncCalculation(handle, this->m_delay * multiple, this, branch, m_ignoreInterrupts);
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}
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}
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void AttackDelayBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
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{
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this->m_action->Handle(context, bitStream, branch);
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}
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void AttackDelayBehavior::SyncCalculation(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch)
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{
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PlayFx(u"cast", context->originator);
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this->m_action->Calculate(context, bitStream, branch);
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}
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void AttackDelayBehavior::Load()
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{
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this->m_numIntervals = GetInt("num_intervals");
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this->m_action = GetAction("action");
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this->m_delay = GetFloat("delay");
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this->m_ignoreInterrupts = GetBoolean("ignore_interrupts");
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if (this->m_numIntervals == 0)
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{
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this->m_numIntervals = 1;
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}
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}
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